1 2 3 4 5 6 7 8 9 10 11 12 13 | import bpy print("*****************") print("This Loop Trough Multi Materials") selection = bpy.context.object print("SELECTED OBJECT: "+selection.name) index = -1 for num, m in enumerate(bpy.context.object.material_slots): num+=1 bpy.context.object.active_material_index = num print(num) mat = bpy.context.object.active_material print(mat) |
mercredi 26 juin 2019
Blender code: loop by index in range
Blender code: loop by index
1 2 3 4 5 6 7 8 9 10 11 12 | import bpy print("*****************") print("This Loop Trough Multi Materials") selection = bpy.context.object print("SELECTED OBJECT: "+selection.name) index = -1 for m in selection.material_slots: index += 1 bpy.context.object.active_material_index=index mat = bpy.context.object.active_material print(mat) |
mercredi 19 juin 2019
Multi Elements Text Fade-in Trick
How to made a multi elements text appear one by one in the right order with one only material, while
In the text Texture Space panel:
Disable "Auto Texture Space" check box.
For each text part, add the lenght of the previous parts in Texture Space Location.
part1= 0
part2 = part1 x dimension
part3 = part1 + part2 x dimension
...
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| X dimensions can be found in the right panel (N) |
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| Cumulate previous parts dimensions in Texture Space Location |
This way, the elements UV mapping will be align in x value in the right order.
Then you can animate a gradiant fade in material on it.
>>> download the scene
mardi 11 juin 2019
Repeat procedural gradient
Just need a separate XYZ node / a math-modulo node / a combineXYZ node between the UV node and the gradient node. You can ajust the number of repeat by using the mapping X scale value
lundi 28 janvier 2019
NEGATIV RGB NODE
When you use procedural textures like noise, the invert node does not the job quite well because of the non linear based texture (I guess). Here is a trick to always get the perfect negative version of your textures:
samedi 29 décembre 2018
Text apparition/disparition with particles
convert text to mesh
add particle system with settings:
start:0
end:1
lifetime: 500
velocity:0
rotation : Dynamic
Render : None
Render Size : 1
Texture: New :
type: blend
Colors ramp : On (flip it)
time: off
Size: On
Mapping Coordinate : Object > animated empty
add Explode modifier
Size : On
New texture same settings but flipped color ramp and new Object target
New texture with color ramp black/white/black and new Object target
Force Fields only checked
add a force field on the same layer
>> download the scene
jeudi 6 décembre 2018
Blender to After Effects
Exporting planes from Blender to 3d compositions in After Effects.
1- Create planes in your 3d scene.
Scale them to 0.1% (you can scale it up in edit mode so they appear normal size in Blender)
Rotate it Y up and Z front
2- Select camera and planes only and export to 'Adobe After Effects (.jsx)'. This is an addon, it has to be activated first. I actually rendered the scene in Blender 2.8 Eevee but export the JSX in blender 2.79
3- Import your 3d rendered image sequence (keep the same frame rate and image size in your blender and after effects projects).
4- Run the exported JSX. File/Script/Run script file
This will create a new composition with the 3d camera and 3d Null from the planes
5- Drag the image sequence in the composition. Send the layer to back.
6- Replace the Nulls with you screen compositions (use alt-drag and drop so it kept the 3d settings)
7- set the 'screens' opacity to 100. Set their Anchor Point to half the size of their compostion (if 1920x1080 = anchor point : 960,0 540,0 0,0)
8-Done. You can play with fx to adjust your compositing
>>download the blend file
>>download the blend 2.8 (used for render)
>>download the after effects file
>> download the JSX
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